/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYMOVIE_LOOKATTRACK_H #define CRYINCLUDE_CRYMOVIE_LOOKATTRACK_H #pragma once #include "IMovieSystem.h" #include "AnimTrack.h" ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// /** Look at target track, keys represent new lookat targets for entity. */ class CLookAtTrack : public TAnimTrack { public: AZ_CLASS_ALLOCATOR(CLookAtTrack, AZ::SystemAllocator, 0); AZ_RTTI(CLookAtTrack, "{30A5C53C-F158-4CCE-A7A0-1A902D13B91C}", IAnimTrack); CLookAtTrack() : m_iAnimationLayer(-1) {} bool Serialize(XmlNodeRef& xmlNode, bool bLoading, bool bLoadEmptyTracks); void GetKeyInfo(int key, const char*& description, float& duration); void SerializeKey(ILookAtKey& key, XmlNodeRef& keyNode, bool bLoading); int GetAnimationLayerIndex() const { return m_iAnimationLayer; } void SetAnimationLayerIndex(int index) { m_iAnimationLayer = index; } static void Reflect(AZ::SerializeContext* serializeContext); private: int m_iAnimationLayer; }; #endif // CRYINCLUDE_CRYMOVIE_LOOKATTRACK_H